Thursday, December 15, 2016

Map Your World

This is the sort of thing I love the most.  Mapping tools I never knew I needed.

+Thomas Denmark over at Original Edition Rules shared this great mapping tool to turn a 2d map into a 3d globe.

http://maptoglobe.bitbucket.org/

I quickly turned the Mystoerth map into a globe.  I added some oceans first and then converted.





http://maptoglobe.bitbucket.org/?map=hjZMZKv


I have not played with all the features yet. I kind of want a better map first then play with all the neat options.

Obviously I need to add some polar regions.  I'd also like to add Blackmoor and Ansalon to this as well.

But in the meantime this is a lot of fun.

Tuesday, December 13, 2016

More Trek

Working on some more ideas for my Trek game.   I spent some time last night talking to my Trek-loving son and came up with some ideas.

I want to put this between the TOS and TNG shows.  Sometime around 2344 or later, maybe the 2350s. There is nothing that I know of going on then.
The timeline in my games might be altered, maybe not to the extent of the "Kelvin" Universe of the new movies, but some other things.
For starters I want to use these uniform variants.


Though I might swap the colors for the TNG assignments. We know the red uniforms from WoK were still being used in 2250 though with TNG style com badges.

Still planning on using an "experimental" ship.  I am going to severely limit how the transporters are used I know that much.

Now MY big plot point that has nothing to do with the play test.

My son says you judge how good the playtest is by the number of coffee stains!
I know I should be ashamed (or shamed) for doing this, but I REALLY want to do "Trek + Cthulhu".

For my first adventure "Where No One Has Gone Before..."  (might change that) the new ship is taking it's first run using the new engines.  They are pushed to Warp 13 (I know...stay with me) and they end up in orbit over a dead planet orbiting the star Thuban, Alpha Draconis, 303 light years away.  Here they encounter Mythos-creatures, ones that now know of their existence.
I get the crew back to the Alpha Quadrant (I am not redoing Voyager) but now this new threat is on them.

I want to have an Admiral or Commodore on my ship for the first adventure. He is the one that betrays the Federation to the Old Ones.  I want to keep him alive, but deeply insane, they will need him later.

Not sure what will happen to be honest.
As my wont I REALLY want to give this a 70s feel.  Why?  Well TOS was an artifact of the late 60s and TNG was very much part of the late 80s, so it seems natural to me to make this feel like something from the late 70s.  While it is still Trek, I am going to liberally steal ideas from the old Buck Rodgers series that was on NBC (I know, it was the early 80s) and the original Battlestar Galactica.  Plus I can use some trippy ass occult stuff from the 70s. The so called "left over hippy shit".  Crystals, psychic powers, all of that.   I have plenty of ideas; things I have been playing around with for White Star.

Right now I have more ideas than structure.  So I am going to keep at it for a bit.

Monday, December 12, 2016

Sad Weekend Gaming

So in terrible news, JonBunny; my oldest son's pet rabbit, died this weekend.  He jumped off my son's bed, landed wrong and broke his back.  He ended up being paralyzed in his lower half.  I guess this is a known issue with this breed of bunny.  My son is (and all of us are) devastated.
We really miss that little ball of fur.


I did the only thing I could do.  I ran a marathon session yester of D&D to keep their minds off of what happened.

The Order of the Platinum Dragon went to the lower level of the Glacial Rift of the Frost Giant Jarl.  They managed to free the daughter of the Storm King and defeat the remaining frost giant guards to get to the Jarl himself.   I got rid of his wife for a few reasons. She was just going to be another encounter; and not a very interesting one at that. I replaced her with a frost giant senechal who was also an ice powered warlock. Also I was going to have the Jarl attempt some weird ass forced marriage alliance with the daughter of the Storm King, so he needed to be single, or at least available politically. Also I don't have a female frost giant mini.


Everyone looks like they are going up a level after this.
After this the Order will head to the Storm Giants for aid, but little do they know that an evil Cloud Giant Queen has taken over the Storm King's Castle in Castle of the Cloud Giant Queen.

I also rewatched Galaxy Quest for some ideas on my Star Trek game.

Friday, December 9, 2016

Green Ronin Holiday Sale on DC Adventures

Spend any time here and you will know that I am a HUGE DC Comics fan.  Yeah like many others in the 80s I read the X-Men and of course Spider-Man before that.  I know Marvel, but my love is DC.

So it is with some joy (and some anxiety) that I let you know about a huge sale Green Ronin is having on their DC Adventures RPG.  All four books are on sale for $5.00 each.  Not a bad deal really.  Scratch that, that's an excellent deal.

DC ADVENTURES Hero's Handbook
This is the core book and the only one needed to play the game.  It is based on Mutants & Masterminds 3rd Edition, which is also a fantastic game in it's own right.  The book is jam packed with great DC art.  All of the art and the write-ups are pre New 52 and pre Convergence.  But you know what, who cares!  This is DC which means Batman, Superman, Wonder Woman and Booster Gold! (ok so maybe Booster is not a reason to buy this...actually Booster is not in this book iirc).
You can plan in any DC world you like.  Hell you can (and should really) play in the future with Terry McGinnis as Batman. Mix in Oliver Queen from the Arrow TV show, Isis from the 70s "The Power of Isis" show and the Birds of Prey from their short lived TV show and do what you like.
All you need is a d20.  I personally like to use a clear green one since it looks like Kryptonite.

DC ADVENTURES Heroes & Villains, Vol. 1
DC ADVENTURES Heroes & Villains, Vol. 2
The A to Z guide of heroes, villians, organizations and even some places of the DC Universe.
Very nearly everyone is here in one form or another.

DC ADVENTURES Universe
The "world book" or campaign guide for your games.  Great in that has some stats but it can't cover nearly 80 years worth of DC history, nor does it try.  It focuses on the then most current version of the DC Universe (Pre-New52 and just after the "Darkest Night" arc).
If you have read a DC comic then you know what you are in for. If you have only seen the Batman movies then you are in for a treat to a much larger and much more interesting world.

Not sure if this is the game for you?  Then try the DC ADVENTURES Quick Start PDF.

Now. I have heard a rumor that Green Ronin will be ending their DC license.  That is really too bad, but not unexpected.  Licenses cost money and the product doesn't always reach enough people to make it worth while.  I have (personal) experiences where a licensed product doesn't sell to the larger fan base of the license.  But no worries since I have my books and my PDFs.  The DC ADVENTURES game is also 100% compatible with (the same game as) Mutants & Masterminds 3rd edition.  So as long as we have that then we can play all we like.
Maybe Freedom City can be part of YOUR DC Universe.

I have spent a lot of time with this game and plan to spend a lot more.
Here are some character write-ups I have done over the years.
I have two "DC Universe" games I want to try out sometime.  Both are mostly based on the current TV universe (aka the "Arrowverse").  One is the "The Incredibly Awesome (and Not At All Made-Up) Adventures of Booster Gold and Blue Beetle!"  the other takes place in that universe but is more a rif on the "I, Vampire" storyline of the New 52 comic era.  The "big bad" of this one is going to be Dracula, something I have always wanted to do.  I'll either use my version of Dracula (which I'll need to update to 3e) or the official M&M3 one, but upgraded.
I have always wanted to use Dracula as my big bad, especially against "street level" heroes.

Wednesday, December 7, 2016

These are the Voyages...

I got my Trek play test materials from +Modiphius Entertainment for the new RPG coming out.
Was going to spend some time with them yesterday but other things like the day job came up.  Though I have managed to print out the rules and will be going over them soon.

Over the summer I mentioned a desire to play some Trek using what ever rules seemed right. Likely White Star, but now I might try a simple training mission using these rules in addition to the official playtest.

Of course I want to use the USS Mystic, NX 3000 that I found here:
http://www.mcfergeson.com/hobbycorner/2015/04/23/the-uss-mystic-a-kitbashed-starship-from-star-trek/



Of course I'd make mine the NCC-3120 USS Protector; an homage to all the ships that inspired it.
I love the idea of those experimental nacelles.

Not to steal too much from Voyager or even Event Horizon, but my basic outline would be that while testing their new Warp-13 capable engines (shout out to the Omega-13 from Galaxy Quest) the USS Protector is transported ...somewhere... and in this section of space the stars are right and there are horrors.

The game would have other technobable details like the curvature of the warp nacelles and how this ship uses triberyllium instead of trilithium in it's warp core.  Maybe it is a design upgrade the Federation got from the Thermians (all from Galaxy Quest). This produces an "asymmetric warp field".  So start off as a regular Trek-like game, and then BAM hit them with the horrors.   Hey, maybe the Theramins are evil. Who knows really.

Since it is based on the Ambassador Class space frame I could put it in the Enterprise C era.
Though if it is an experiment and the prototype in NX 3000 how do I explain the jump to NCC 3120?

No idea.  Maybe the old classic it was a clerical error in the system registry databases.



I have a small Ambassador class Enterprise C at home and I think it is a great looking ship. I just want to do something with it.

In any case I am going to enjoy this. I am ready with the beats and the shouting.

Tuesday, December 6, 2016

Wizards of the Coast Print On Demand: The Results, Part 3

Today is Tuesday so that means new releases.  Wizards of the Coast has some new classic D&D books up for POD today.  Be sure to check them out.

Today I want to compare the POD 3e Draconomicon to the one I bought my son when it first came out.
A bit of background.  The Draconomicon is a watershed book for the Brannan family.  I got it for my son because he loved dragons. Still does really.  Well he carried this book with him everywhere for years.  Needless to say it is in pretty bad shape.  I have wanted to get him a new one for years and I have seen many at Half-Price books and of course at my FLGS, but none have jumped out at me saying "buy me".  We I opted to spend some of the money from the sales of my own books on the POD version.  I splurged and got the "Premium Heavyweight" paper.

In the pictures the original print in on the left side of your screen, the POD on the right.


Side by side it is hard to know which is which.  The art on the POD version seems a little bigger.  You will notice there is a spot on the bottom where the cover doesn't quite make it to the bottom.  I have seen this before on other books.  Sometimes it prints like this other times it doesn't.


The Heavyweight POD is noticeably thicker than the original print.



The POD does not have the dragon art printed on the inside cover.  The images are repeated in the original printing but only one of each in the POD.  The POD actually looks more interesting.



Inside the books are remarkably identical.


My son was 6 when I got this for him.   He carried it to school for two years straight.


This is the LightningSource/OneBookShelf page added to all the books.   So no chance someone will mistake these for originals if they know to look for this.


Equally, the original features an ISBN barcode.  The the POD has a different one that is not an ISBN.


The spines are also very different. This of course is by necessity to accommodate the varying thickness of the paper choices.

In all I am happy with it.  It doesn't look like my original, but that is fine with me.  It makes it more of a "new" book in some respects.  Yes, just like the original I am giving this to my son for Christmas. Don't tell him.

Monday, December 5, 2016

Strange Brew: Book of Shadows

My next book out for Pathfinder is now out!

Strange Brew: Book of Shadows


From the blurb:

Legends say that witches keep their spells inscribed into a Book of Shadows that holds their accumulated wisdom and power.

Here, in Strange Brew: Book of Shadows, you’ll find magic drawn from real-world legends, mythology, and folktales, as well as pure flights of fancy. Within Strange Brew: Books of Shadows, you will find over 100 spells and a half-dozen rituals, enough to delight your characters, bedevil your foes, and make your witch (or other spellcaster, whether arcane or divine) a formidable opponent.

Witches are magical creatures.

All for your Pathfinder Role-Playing Game!

50 pages, full color.
Again. Special thanks to +Rich Howard  and +Robert Hudson  for helping me get this together. And of course my editor/publisher +Christina Stiles The cover art is by +Jacob Blackmon,  whom I have featured here many times.